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DarkGold

Vintarian
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Everything posted by DarkGold

  1. 2 more thoughts: Bows Much has already been said by other people on the forums about bows. I also want bows to be more effective for hunting larger game than chickens and hares. I would prefer to be able to kill a deer in 1 hit (if I hit it in the right spot with the right gear), because once an animal runs away, it's hard to hit it again. I understand that PvP would be a consideration for balance, I know changes are coming to animal HP to make bows more effective. I didn't want to mention this to begin with because I feel it already has enough voices behind it and I know it's being looked at already. I'm really just mentioning it to confirm that it is currently something I, as a new player, do want to see changed in the future (and changes are happening). Storage spoilage reduction on sailboats The other thing I have decided I do care more about as of last night, while attempting to journey thousands of blocks north, is the lack of a spoilage reduction in storage on sailboats. I was generally just happy storage was a large increase to inventory, making it convenient to load up the items I would need to establish a new outpost or base. Previous sailing journeys had usually only taken me away from base for a day or two, or were to ferry me between outposts. Outposts were equipped with storage that reduced spoilage. But now that I am in a mode of extended exploration, where my sailboat is acting more as a base than a ferry, I would like the food that I take with me to last longer, so I don't have to return to a place where I have left my food within a week. Especially as it is winter, and the ambient temperature would make any storage outside my person very effective normally. As I say, just having a large amount of storage on the boat is fantastic, but reduction to spoilage really would just extend how long one can go on sea journeys in winter without returning to base. If the goal is to encourage players to return to base once a week, or establish many halfway houses, I can see why devs wouldn't want to implement spoilage reduction on ships.
  2. Thank you for the warm welcome! I did spend a lot of time reading through the handbook (and wiki) with the game unpaused, but ultimately, the winter is very long and I eventually ran out of stuff to do. I was forced to begin farming in low fertility soil. The island I spawned on had no medium soil, and it took a long time to make a raft (cattails were first put towards storage and backpacks) and travel to a place that had any. Between low fertility soil and taking some time to find crops at the beginning of the game, by the time you get crops into the ground, many died due to a long growing season and changing weather (heat killed my carrots, winter killed crops planted late). This made year 0 very challenging in terms of food, but I became better at hunting as I became more experienced with the game and was better able to find food in winter later. By the end of year 1, I had enough food this was no longer a problem. Great to know! I saw on the wiki they were warmer clime trees, I just haven't gotten very far south yet. It took me a long time to get temporal gears, so I was constrained to not travel too far from spawn until I got my sailboat in year 2, lest I die and not be able to retrieve what I was carrying before it despawned, since it took so long to travel anywhere by raft (and I spawned on an island). Just the luck of the world gen. My journey is taking me a good 5,000 blocks north to pursue the story at the moment, so no luck seeking warmer climes for a while. Certainly this doesn't bother me now I am later in the game and food is a solved problem. Early in the game, it was just a little unintuitive that clothing (which supposedly kept me warmer) didn't also change when I started getting more hungry because of the cold. I like that there is a hunger penalty, and even if wearing clothes made a difference, it still gets cold enough that it would kick in anyway after a point. I saw this change was coming, so doubled my field sizes already. I don't see this significantly changing the game; once you find medium soil, it is not challenging to make larger plots of it. From what I have seen, it spawns in large enough patches. Now that I am later in the game, I certainly avoid starving intentionally, and I have enough food I don't really have a problem. This is more to conserve temporal gear spawns though. Early in the game though, before I had a sailboat, and before I had temporal gears, I really was limited in how far I could travel without dying being very risky (losing inventory), so I didn't really take a lot of risks or engage in a lot of gameplay that rewarded having higher max health. Given the nutrition penalties cap out when you still have a max of 15 hp, that made it feel like not much of a problem for the activities I was engaging with. I wasn't trying to get into fights with creatures where having more health would matter.
  3. I started playing Vintage Story about a month ago and I've really been enjoying it. I've been playing the standard game mode with default settings in single player, and I've just gotten up to iron tier and starting pursuing the story. I wanted to share my thoughts on what I'd like to see added or changed in the game based on my experiences so far. 1) Sleep vs standing still. At the start of the game, standing still seemed to conserve satiety better than going to sleep. This was meaningful at the start of the game since I didn't have a good farm yet and food scarcity in winter made me want to stretch food further. This encouraged me to spend time doing nothing, mostly when waiting for the night to pass, rather than engage with other game mechanics. If sleep had been equally efficient, I would have preferred to use it to skip time and spend more of my time in game actively. When food eventually ran out (after February when winter was "over", but berries did not return until June), it became easier to just repeatedly starve to death, and make sure to die in a place I could pick up my inventory. Once I was able to find medium fertility soil (difficult on the island I started on, requiring a raft and much searching, perilous dying far from spawn across an ocean), and begin my farming season immediately after the first winter ended, I had enough food to no longer care about whether sleep was more or less efficient. 2) Temperature's effect on hunger vs health. It was intuitive that I might freeze to death if I got too cold, so I needed warm clothes. After making fur and rawhide clothing, I was confused to see that I still suffered a hunger penalty indifferent to what I was wearing. Were my clothes doing nothing? It took some reading to learn how temperature really worked in game; warm clothes would change when I started losing body heat, but I'd still get more hungry regardless of what I was wearing if temperatures dropped below a threshold and I wasn't indoors. I would have liked my clothing to offset the hunger threshold too, and for info about the total temperature offset my clothes were granting to appear nearby my body temperature info. Again, once farming picked up, I had enough food to mostly not worry about the hunger penalty. But until that first harvest in the following year came, starvation was a constant threat. 3) Sailing! Getting a sailboat felt amazing, though farming enough flax took me several in game years. Year 0, without medium fertility soil, no starting seeds, a shorter growing window, was not very productive for flax. Year 1 harvest provided about half the flax I required. Year 2 harvest provided the remaining flax I needed. Having found medium fertility soil part way through Year 1, I could also enjoy 2 harvests in Year 2, though I had enough flax after the first harvest of that year. The one change I would like to see with the sailboat is the way the furl/unfurl controls work. Currently a right click cycles closed > half open > fully open > closed. I would like to be able to left click to cycle backwards, right click to cycle forwards. I rarely want to go from fully open to closed, but instead go from fully open to half open, then closed. 4) Alternatives to fat, for the players that enjoy doing runs where they don't hunt animals. I'm not the kind of player who falls into this camp; I typically play a game without adding extra challenges, and leather is a valuable resource in this game. But I can see that beeswax and resin can frequently stand in for fat in bow making and food preservation. And soybeans are a cool alternative protein source already in the game. My workshop required a lot of fat to create all the gears and axles though. With tools like the fruit press, I was thinking about the long history of oil pressing from seeds. If oil is historically made by roasting, grinding, then pressing seeds, perhaps oil could be added to the game to replace fat in many recipes. Oil also has a long history of being made through water extraction, for that first bit of fat you would need to replace in the fruit press recipe, before it could be more efficiently made. I also see olives are in the game, though I haven't found them yet. 5) Potash is a pain to make a lot of. I would like to see a cauldron, or some other update that allows me to cook more of it at once than the cooking pot does. 6) I would really appreciate a spyglass, to zoom in on animals I can see in the distance, to better ID them without getting too close. Is that a boar or a wolf? What kind of deer is that? These are the questions I frequently ask. With the introduction of grinding coming in v1.22, it would be wonderful to be able to grind a lens, and create a spyglass item. I know there are mods for spyglasses. I am currently playing without mods, and would love to see one in the core game. I'm very excited for the fishing, in wall axle, big windmill, watermill and cabinets coming in v1.22, and the changes to cooking stacks of things without the temperature resetting. The direction the game is moving in seems great. And the way blueprints will allow me to bring my base to a new world, rather than start from scratch after an update that changes world gen is very exciting.
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